#ifndef VERTICES_H
#define VERTICES_H
float sizexz=200.0f;
float planeVertices[] = {
    // positions          // texture Coords (note we set these higher than 1 (together with GL_REPEAT as texture wrapping mode). this will cause the floor texture to repeat)
     sizexz, 0.0f,  sizexz,  1.0f, 0.0f,
    -sizexz, 0.0f,  sizexz,  0.0f, 0.0f,
    -sizexz, 0.0f, -sizexz,  0.0f, 1.0f,

     sizexz, 0.0f,  sizexz,  1.0f, 0.0f,
    -sizexz, 0.0f, -sizexz,  0.0f, 1.0f,
     sizexz, 0.0f, -sizexz,  1.0f, 1.0f
};

float skyboxVertices[] = {
    // positions
    -1.0f,  1.0f, -1.0f,
    -1.0f, -1.0f, -1.0f,
     1.0f, -1.0f, -1.0f,
     1.0f, -1.0f, -1.0f,
     1.0f,  1.0f, -1.0f,
    -1.0f,  1.0f, -1.0f,

    -1.0f, -1.0f,  1.0f,
    -1.0f, -1.0f, -1.0f,
    -1.0f,  1.0f, -1.0f,
    -1.0f,  1.0f, -1.0f,
    -1.0f,  1.0f,  1.0f,
    -1.0f, -1.0f,  1.0f,

     1.0f, -1.0f, -1.0f,
     1.0f, -1.0f,  1.0f,
     1.0f,  1.0f,  1.0f,
     1.0f,  1.0f,  1.0f,
     1.0f,  1.0f, -1.0f,
     1.0f, -1.0f, -1.0f,

    -1.0f, -1.0f,  1.0f,
    -1.0f,  1.0f,  1.0f,
     1.0f,  1.0f,  1.0f,
     1.0f,  1.0f,  1.0f,
     1.0f, -1.0f,  1.0f,
    -1.0f, -1.0f,  1.0f,

    -1.0f,  1.0f, -1.0f,
     1.0f,  1.0f, -1.0f,
     1.0f,  1.0f,  1.0f,
     1.0f,  1.0f,  1.0f,
    -1.0f,  1.0f,  1.0f,
    -1.0f,  1.0f, -1.0f,

    -1.0f, -1.0f, -1.0f,
    -1.0f, -1.0f,  1.0f,
     1.0f, -1.0f, -1.0f,
     1.0f, -1.0f, -1.0f,
    -1.0f, -1.0f,  1.0f,
     1.0f, -1.0f,  1.0f
};
#endif // VERTICES_H
